diff options
Diffstat (limited to 'src/game')
-rw-r--r-- | src/game/assets.cpp | 12 | ||||
-rw-r--r-- | src/game/effects.cpp | 2 | ||||
-rw-r--r-- | src/game/unit_nest.cpp | 2 | ||||
-rw-r--r-- | src/game/unit_repl.cpp | 2 | ||||
-rw-r--r-- | src/game/unit_soldier.cpp | 4 | ||||
-rw-r--r-- | src/game/unit_spider.cpp | 2 |
6 files changed, 12 insertions, 12 deletions
diff --git a/src/game/assets.cpp b/src/game/assets.cpp index f38b6ef..553cafd 100644 --- a/src/game/assets.cpp +++ b/src/game/assets.cpp @@ -79,17 +79,17 @@ void load(void) aim_marker.load("assets/units/aim_marker_", 5); world::register_tile(TILE_DIRT, 0); - render::register_tile(TILE_DIRT, "assets/tiles/dirt.png", NULL, 0.0f); + render::register_tile(TILE_DIRT, "assets/tiles/dirt.png", NULL, 0.0f, render::LAYER_FLAT); world::register_tile(TILE_DIRT_RED, 0); - render::register_tile(TILE_DIRT_RED, "assets/tiles/dirt_red.png", NULL, 0.0f); + render::register_tile(TILE_DIRT_RED, "assets/tiles/dirt_red.png", NULL, 0.0f, render::LAYER_FLAT); world::register_tile(TILE_STONE, CF_SOLID); - render::register_tile(TILE_STONE, "assets/tiles/stone.png", "assets/tiles/stone_side.png", 1.0f); + render::register_tile(TILE_STONE, "assets/tiles/stone.png", "assets/tiles/stone_side.png", 1.0f, render::LAYER_NORMAL); world::register_tile(TILE_STONE_RED, CF_SOLID); - render::register_tile(TILE_STONE_RED, "assets/tiles/stone_red.png", "assets/tiles/stone_red_side.png", 1.4f); + render::register_tile(TILE_STONE_RED, "assets/tiles/stone_red.png", "assets/tiles/stone_red_side.png", 1.4f, render::LAYER_NORMAL); world::register_tile(TILE_WATER, CF_WATER); - render::register_tile(TILE_WATER, "assets/tiles/water.png", NULL, 0.0f); + render::register_tile(TILE_WATER, "assets/tiles/water.png", NULL, 0.0f, render::LAYER_FLAT); world::register_tile(TILE_GRAVEL, 0); - render::register_tile(TILE_GRAVEL, "assets/tiles/gravel.png", NULL, 0.0f); + render::register_tile(TILE_GRAVEL, "assets/tiles/gravel.png", NULL, 0.0f, render::LAYER_FLAT); ambients[AMBIENT_NEXUS].load("assets/ambience/nexus.ogg"); ambients[AMBIENT_CHASM].load("assets/ambience/chasm.ogg"); diff --git a/src/game/effects.cpp b/src/game/effects.cpp index f56c065..a398527 100644 --- a/src/game/effects.cpp +++ b/src/game/effects.cpp @@ -143,7 +143,7 @@ fx_aim_marker_t::fx_aim_marker_t(state_t *game_, v2f_t x_) : effect_t(game_) x = x_; render_bounds[0] = x + v2f_t(-0.2, -0.2); render_bounds[1] = x + v2f_t(0.2, 0.2); - render_layer = 100; + render_layer = render::LAYER_TOP; cmodel.bounds = render_bounds; cmodel.cflags = 0; diff --git a/src/game/unit_nest.cpp b/src/game/unit_nest.cpp index a46aa79..ffa551b 100644 --- a/src/game/unit_nest.cpp +++ b/src/game/unit_nest.cpp @@ -79,7 +79,7 @@ void unit_nest_t::on_spawn(void) void unit_nest_t::on_death(void) { - render_layer = -1; + render_layer = render::LAYER_FLAT; cmodel.cflags = CF_BACKGROUND; } diff --git a/src/game/unit_repl.cpp b/src/game/unit_repl.cpp index fbefcd2..8bfd835 100644 --- a/src/game/unit_repl.cpp +++ b/src/game/unit_repl.cpp @@ -24,7 +24,7 @@ unit_repl_t::unit_repl_t(game::state_t *game_) : unit_t(game_, UNIT_REPL) size[0] = {-0.4f, -0.2f}; size[1] = {+0.4f, +0.6f}; render_size = size; - render_layer = -2; + render_layer = render::LAYER_FLAT; cmodel.cflags = CF_BACKGROUND; name = text::get(text::UNIT_NAME_REPL); diff --git a/src/game/unit_soldier.cpp b/src/game/unit_soldier.cpp index 7dca7ff..351970e 100644 --- a/src/game/unit_soldier.cpp +++ b/src/game/unit_soldier.cpp @@ -131,7 +131,7 @@ void unit_soldier_t::target_and_attack(void) last_target_time = game->now; last_target_x = target->x; - + skip_targetting: aim_marker = std::make_unique<fx_aim_marker_t>(game, aim); @@ -165,7 +165,7 @@ void unit_soldier_t::on_death(void) assets::soldier.gib_sound.play_3d(x); } - render_layer = -1; + render_layer = render::LAYER_FLAT; cmodel.cflags = CF_BACKGROUND; place(world, x); controllable = false; diff --git a/src/game/unit_spider.cpp b/src/game/unit_spider.cpp index 0eea8eb..fd69305 100644 --- a/src/game/unit_spider.cpp +++ b/src/game/unit_spider.cpp @@ -80,7 +80,7 @@ void unit_spider_t::on_wake(void) void unit_spider_t::on_death(void) { - render_layer = -1; + render_layer = render::LAYER_FLAT; cmodel.cflags = CF_BACKGROUND; } |